Texture-based round corners: Fix UV coordinates used by RenderWindowResizeGrip() - render was broken

This commit is contained in:
ocornut 2020-06-03 21:31:40 +02:00
parent 05d9502075
commit a6fa56609b

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@ -4686,7 +4686,8 @@ bool ImGui::RenderWindowResizeGrip(ImDrawList* draw_list, const ImVec2& corner,
// - uv[0] is the mid-point from the corner towards the center of the circle (solid) // - uv[0] is the mid-point from the corner towards the center of the circle (solid)
// - uv[1] is a solid point on the edge of the circle // - uv[1] is a solid point on the edge of the circle
// - uv[2] is the outer edge (blank, outside the circle) // - uv[2] is the outer edge (blank, outside the circle)
const ImVec4& uvs = (*draw_list->_Data->TexRoundCornerData)[rad - 1].TexUvFilled; const unsigned int index = (rad - 1) * ImFontAtlasRoundCornersMaxStrokeWidth;
const ImVec4& uvs = (*draw_list->_Data->TexRoundCornerData)[index].TexUvFilled;
const ImVec2 uv[] = const ImVec2 uv[] =
{ {
ImVec2(ImLerp(uvs.x, uvs.z, 0.5f), ImLerp(uvs.y, uvs.w, 0.5f)), ImVec2(ImLerp(uvs.x, uvs.z, 0.5f), ImLerp(uvs.y, uvs.w, 0.5f)),